mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Undone the Templating crap. It is much better now. Users will understand ...
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@@ -2,16 +2,16 @@
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--
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-- ===
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--
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-- # @{#FSMT_ACCOUNT} FSM class, extends @{Fsm.Fsm#FSM_TEMPLATE}
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-- # @{#FSM_ACCOUNT} FSM class, extends @{Fsm.Fsm#FSM_PROCESS}
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--
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-- ## FSMT_ACCOUNT state machine:
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-- ## FSM_ACCOUNT state machine:
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--
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-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
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-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
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-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
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-- but will have **different implementation behaviour** upon each event or state transition.
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--
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-- ### FSMT_ACCOUNT **Events**:
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-- ### FSM_ACCOUNT **Events**:
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--
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-- These are the events defined in this class:
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--
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@@ -21,7 +21,7 @@
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-- * **More**: There are more DCS events that need to be accounted for. The process will go back into the Report state.
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-- * **NoMore**: There are no more DCS events that need to be accounted for. The process will go into the Success state.
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--
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-- ### FSMT_ACCOUNT **Event methods**:
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-- ### FSM_ACCOUNT **Event methods**:
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--
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-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
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-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
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@@ -29,7 +29,7 @@
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-- * **Immediate**: The event method has exactly the name of the event.
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-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
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--
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-- ### FSMT_ACCOUNT **States**:
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-- ### FSM_ACCOUNT **States**:
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--
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-- * **Assigned**: The player is assigned to the task. This is the initialization state for the process.
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-- * **Waiting**: the process is waiting for a DCS event to occur within the simulator. This state is set automatically.
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@@ -40,7 +40,7 @@
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--
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-- (*) End states of the process.
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--
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-- ### FSMT_ACCOUNT state transition methods:
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-- ### FSM_ACCOUNT state transition methods:
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--
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-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
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-- There are 2 moments when state transition methods will be called by the state machine:
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@@ -55,41 +55,41 @@
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-- The state transition method needs to start with the name **OnAfter + the name of the state**.
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-- These state transition methods need to provide a return value, which is specified at the function description.
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--
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-- # 1) @{#FSMT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#FSMT_ACCOUNT}
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-- # 1) @{#FSM_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#FSM_ACCOUNT}
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--
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-- The FSMT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
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-- The FSM_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
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-- The process is given a @{Set} of units that will be tracked upon successful destruction.
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-- The process will end after each target has been successfully destroyed.
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-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
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--
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--
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-- ## FSMT_ACCOUNT_DEADS constructor:
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-- ## FSM_ACCOUNT_DEADS constructor:
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--
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-- * @{#FSMT_ACCOUNT_DEADS.New}(): Creates a new FSMT_ACCOUNT_DEADS object.
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-- * @{#FSM_ACCOUNT_DEADS.New}(): Creates a new FSM_ACCOUNT_DEADS object.
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--
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-- ===
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--
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-- @module Account
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do -- FSMT_ACCOUNT
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do -- FSM_ACCOUNT
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--- FSMT_ACCOUNT class
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-- @type FSMT_ACCOUNT
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--- FSM_ACCOUNT class
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-- @type FSM_ACCOUNT
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Fsm.Fsm#FSM_TEMPLATE
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FSMT_ACCOUNT = {
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ClassName = "FSMT_ACCOUNT",
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-- @extends Fsm.Fsm#FSM_PROCESS
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FSM_ACCOUNT = {
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ClassName = "FSM_ACCOUNT",
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TargetSetUnit = nil,
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}
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--- Creates a new DESTROY process.
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-- @param #FSMT_ACCOUNT self
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-- @return #FSMT_ACCOUNT
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function FSMT_ACCOUNT:New()
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-- @param #FSM_ACCOUNT self
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-- @return #FSM_ACCOUNT
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function FSM_ACCOUNT:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_TEMPLATE:New( "FSMT_ACCOUNT" ) ) -- Fsm.Fsm#FSM_TEMPLATE
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local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Fsm.Fsm#FSM_PROCESS
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self:AddTransition( "Assigned", "Start", "Waiting")
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self:AddTransition( "*", "Wait", "Waiting")
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@@ -110,12 +110,12 @@ do -- FSMT_ACCOUNT
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--- Process Events
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--- StateMachine callback function
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-- @param #FSMT_ACCOUNT self
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-- @param #FSM_ACCOUNT self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function FSMT_ACCOUNT:onafterStart( ProcessUnit, Event, From, To )
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function FSM_ACCOUNT:onafterStart( ProcessUnit, Event, From, To )
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self:EventOnDead( self.onfuncEventDead )
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@@ -124,12 +124,12 @@ do -- FSMT_ACCOUNT
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--- StateMachine callback function
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-- @param #FSMT_ACCOUNT self
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-- @param #FSM_ACCOUNT self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function FSMT_ACCOUNT:onenterWaiting( ProcessUnit, Event, From, To )
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function FSM_ACCOUNT:onenterWaiting( ProcessUnit, Event, From, To )
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if self.DisplayCount >= self.DisplayInterval then
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self:Report()
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@@ -142,53 +142,59 @@ do -- FSMT_ACCOUNT
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end
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--- StateMachine callback function
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-- @param #FSMT_ACCOUNT self
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-- @param #FSM_ACCOUNT self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function FSMT_ACCOUNT:onafterEvent( ProcessUnit, Event, From, To, Event )
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function FSM_ACCOUNT:onafterEvent( ProcessUnit, Event, From, To, Event )
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self:__NoMore( 1 )
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end
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end -- FSMT_ACCOUNT
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end -- FSM_ACCOUNT
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do -- FSMT_ACCOUNT_DEADS
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do -- FSM_ACCOUNT_DEADS
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--- FSMT_ACCOUNT_DEADS class
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-- @type FSMT_ACCOUNT_DEADS
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--- FSM_ACCOUNT_DEADS class
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-- @type FSM_ACCOUNT_DEADS
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends #FSMT_ACCOUNT
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FSMT_ACCOUNT_DEADS = {
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ClassName = "FSMT_ACCOUNT_DEADS",
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-- @extends #FSM_ACCOUNT
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FSM_ACCOUNT_DEADS = {
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ClassName = "FSM_ACCOUNT_DEADS",
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TargetSetUnit = nil,
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}
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--- Creates a new DESTROY process.
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-- @param #FSMT_ACCOUNT_DEADS self
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-- @param #FSM_ACCOUNT_DEADS self
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-- @param Set#SET_UNIT TargetSetUnit
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-- @param #string TaskName
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function FSMT_ACCOUNT_DEADS:New( TargetSetUnit, TaskName )
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function FSM_ACCOUNT_DEADS:New( TargetSetUnit, TaskName )
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSMT_ACCOUNT:New() ) -- #FSMT_ACCOUNT_DEADS
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self:SetParameters( {
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TargetSetUnit = TargetSetUnit,
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TaskName = TaskName,
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DisplayInterval = 30,
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DisplayCount = 30,
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DisplayMessage = true,
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DisplayTime = 10, -- 10 seconds is the default
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DisplayCategory = "HQ", -- Targets is the default display category
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} )
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local self = BASE:Inherit( self, FSM_ACCOUNT:New() ) -- #FSM_ACCOUNT_DEADS
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self.TargetSetUnit = TargetSetUnit
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self.TaskName = TaskName
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self.DisplayInterval = 30
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self.DisplayCount = 30
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self.DisplayMessage = true
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self.DisplayTime = 10 -- 10 seconds is the default
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self.DisplayCategory = "HQ" -- Targets is the default display category
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return self
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end
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function FSM_ACCOUNT_DEADS:Init( FsmAccount )
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self.TargetSetUnit = FsmAccount.TargetSetUnit
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self.TaskName = FsmAccount.TaskName
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end
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function FSMT_ACCOUNT_DEADS:_Destructor()
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function FSM_ACCOUNT_DEADS:_Destructor()
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self:E("_Destructor")
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self:EventRemoveAll()
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@@ -198,12 +204,12 @@ do -- FSMT_ACCOUNT_DEADS
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--- Process Events
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--- StateMachine callback function
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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-- @param #FSM_ASSIGN_MENU_ACCEPT self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function FSMT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Event, From, To )
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function FSM_ACCOUNT_DEADS:onenterReport( ProcessUnit, Event, From, To )
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self:E( { ProcessUnit, Event, From, To } )
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local TaskGroup = ProcessUnit:GetGroup()
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@@ -212,12 +218,12 @@ do -- FSMT_ACCOUNT_DEADS
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--- StateMachine callback function
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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-- @param #FSM_ASSIGN_MENU_ACCEPT self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function FSMT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Event, From, To, EventData )
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function FSM_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Event, From, To, EventData )
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self:T( { ProcessUnit, EventData, Event, From, To } )
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self:T({self.Controllable})
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@@ -232,12 +238,12 @@ do -- FSMT_ACCOUNT_DEADS
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end
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--- StateMachine callback function
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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-- @param #FSM_ASSIGN_MENU_ACCEPT self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function FSMT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Event, From, To, EventData )
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function FSM_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Event, From, To, EventData )
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if self.TargetSetUnit:Count() > 0 then
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self:__More( 1 )
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@@ -248,9 +254,9 @@ do -- FSMT_ACCOUNT_DEADS
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--- DCS Events
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--- @param #FSMT_ACCOUNT_DEADS self
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--- @param #FSM_ACCOUNT_DEADS self
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-- @param Event#EVENTDATA EventData
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function FSMT_ACCOUNT_DEADS:onfuncEventDead( EventData )
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function FSM_ACCOUNT_DEADS:onfuncEventDead( EventData )
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self:T( { "EventDead", EventData } )
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if EventData.IniDCSUnit then
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@@ -258,4 +264,4 @@ do -- FSMT_ACCOUNT_DEADS
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end
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end
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end -- FSMT_ACCOUNT DEADS
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end -- FSM_ACCOUNT DEADS
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@@ -2,16 +2,16 @@
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--
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-- ===
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--
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-- # @{#FSMT_ASSIGN} FSM template class, extends @{Fsm.Fsm#FSM_TEMPLATE}
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-- # @{#FSM_ASSIGN} FSM template class, extends @{Fsm.Fsm#FSM_PROCESS}
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--
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-- ## FSMT_ASSIGN state machine:
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-- ## FSM_ASSIGN state machine:
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--
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-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
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-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
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-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
||||
-- but will have **different implementation behaviour** upon each event or state transition.
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--
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-- ### FSMT_ASSIGN **Events**:
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-- ### FSM_ASSIGN **Events**:
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--
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-- These are the events defined in this class:
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--
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@@ -19,7 +19,7 @@
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-- * **Assign**: Assign the task.
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-- * **Reject**: Reject the task..
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--
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-- ### FSMT_ASSIGN **Event methods**:
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-- ### FSM_ASSIGN **Event methods**:
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--
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-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
|
||||
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
|
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@@ -27,7 +27,7 @@
|
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-- * **Immediate**: The event method has exactly the name of the event.
|
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-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
|
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--
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-- ### FSMT_ASSIGN **States**:
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-- ### FSM_ASSIGN **States**:
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--
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-- * **UnAssigned**: The player has not accepted the task.
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-- * **Assigned (*)**: The player has accepted the task.
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@@ -37,7 +37,7 @@
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--
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-- (*) End states of the process.
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--
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-- ### FSMT_ASSIGN state transition methods:
|
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-- ### FSM_ASSIGN state transition methods:
|
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--
|
||||
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
||||
-- There are 2 moments when state transition methods will be called by the state machine:
|
||||
@@ -54,52 +54,52 @@
|
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--
|
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-- ===
|
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--
|
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-- # 1) @{#FSMT_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#FSMT_ASSIGN}
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-- # 1) @{#FSM_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#FSM_ASSIGN}
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--
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-- The FSMT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
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-- The FSM_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
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--
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-- ## 1.1) FSMT_ASSIGN_ACCEPT constructor:
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-- ## 1.1) FSM_ASSIGN_ACCEPT constructor:
|
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--
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-- * @{#FSMT_ASSIGN_ACCEPT.New}(): Creates a new FSMT_ASSIGN_ACCEPT object.
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-- * @{#FSM_ASSIGN_ACCEPT.New}(): Creates a new FSM_ASSIGN_ACCEPT object.
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--
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-- ===
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--
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-- # 2) @{#FSMT_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#FSMT_ASSIGN}
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-- # 2) @{#FSM_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#FSM_ASSIGN}
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--
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-- The FSMT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
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-- The FSM_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
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-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
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-- The assignment type also allows to reject the task.
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--
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-- ## 2.1) FSMT_ASSIGN_MENU_ACCEPT constructor:
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-- ## 2.1) FSM_ASSIGN_MENU_ACCEPT constructor:
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-- -----------------------------------------
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||||
--
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||||
-- * @{#FSMT_ASSIGN_MENU_ACCEPT.New}(): Creates a new FSMT_ASSIGN_MENU_ACCEPT object.
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||||
-- * @{#FSM_ASSIGN_MENU_ACCEPT.New}(): Creates a new FSM_ASSIGN_MENU_ACCEPT object.
|
||||
--
|
||||
-- ===
|
||||
--
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||||
-- @module Assign
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||||
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do -- FSMT_ASSIGN
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do -- FSM_ASSIGN
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--- FSMT_ASSIGN class
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-- @type FSMT_ASSIGN
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--- FSM_ASSIGN class
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-- @type FSM_ASSIGN
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-- @field Tasking.Task#TASK_BASE Task
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-- @field Wrapper.Unit#UNIT ProcessUnit
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-- @field Core.Zone#ZONE_BASE TargetZone
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-- @extends Fsm.Fsm#FSM_TEMPLATE
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FSMT_ASSIGN = {
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ClassName = "FSMT_ASSIGN",
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-- @extends Fsm.Fsm#FSM_PROCESS
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FSM_ASSIGN = {
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ClassName = "FSM_ASSIGN",
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}
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--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
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-- @param #FSMT_ASSIGN self
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-- @return #FSMT_ASSIGN The task acceptance process.
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function FSMT_ASSIGN:New()
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-- @param #FSM_ASSIGN self
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||||
-- @return #FSM_ASSIGN The task acceptance process.
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function FSM_ASSIGN:New()
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-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_TEMPLATE:New( "FSMT_ASSIGN" ) ) -- Fsm.Fsm#FSM_TEMPLATE
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||||
local self = BASE:Inherit( self, FSM_PROCESS:New( "FSM_ASSIGN" ) ) -- Fsm.Fsm#FSM_PROCESS
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self:AddTransition( "UnAssigned", "Start", "Waiting" )
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||||
self:AddTransition( "Waiting", "Assign", "Assigned" )
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||||
@@ -115,42 +115,47 @@ do -- FSMT_ASSIGN
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||||
return self
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||||
end
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||||
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||||
end -- FSMT_ASSIGN
|
||||
end -- FSM_ASSIGN
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||||
|
||||
|
||||
|
||||
do -- FSMT_ASSIGN_ACCEPT
|
||||
do -- FSM_ASSIGN_ACCEPT
|
||||
|
||||
--- FSMT_ASSIGN_ACCEPT class
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||||
-- @type FSMT_ASSIGN_ACCEPT
|
||||
--- FSM_ASSIGN_ACCEPT class
|
||||
-- @type FSM_ASSIGN_ACCEPT
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||||
-- @field Tasking.Task#TASK_BASE Task
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||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends #FSMT_ASSIGN
|
||||
FSMT_ASSIGN_ACCEPT = {
|
||||
ClassName = "FSMT_ASSIGN_ACCEPT",
|
||||
-- @extends #FSM_ASSIGN
|
||||
FSM_ASSIGN_ACCEPT = {
|
||||
ClassName = "FSM_ASSIGN_ACCEPT",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
|
||||
-- @param #FSMT_ASSIGN_ACCEPT self
|
||||
-- @param #FSM_ASSIGN_ACCEPT self
|
||||
-- @param #string TaskBriefing
|
||||
function FSMT_ASSIGN_ACCEPT:New( TaskBriefing )
|
||||
function FSM_ASSIGN_ACCEPT:New( TaskBriefing )
|
||||
|
||||
local self = BASE:Inherit( self, FSMT_ASSIGN:New() ) -- #FSMT_ASSIGN_ACCEPT
|
||||
local self = BASE:Inherit( self, FSM_ASSIGN:New() ) -- #FSM_ASSIGN_ACCEPT
|
||||
|
||||
self:SetParameters( { TaskBriefing = TaskBriefing } )
|
||||
self.TaskBriefing = TaskBriefing
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_ASSIGN_ACCEPT:Init( FsmAssign )
|
||||
|
||||
self.TaskBriefing = FsmAssign.TaskBriefing
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_ASSIGN_ACCEPT self
|
||||
-- @param #FSM_ASSIGN_ACCEPT self
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
|
||||
function FSM_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
|
||||
self:E( { ProcessUnit, Event, From, To } )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
@@ -160,12 +165,12 @@ do -- FSMT_ASSIGN_ACCEPT
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_ASSIGN_ACCEPT self
|
||||
-- @param #FSM_ASSIGN_ACCEPT self
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Event, From, To )
|
||||
function FSM_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Event, From, To )
|
||||
env.info( "in here" )
|
||||
self:E( { ProcessUnit, Event, From, To } )
|
||||
|
||||
@@ -176,43 +181,50 @@ do -- FSMT_ASSIGN_ACCEPT
|
||||
self.Task:Assign()
|
||||
end
|
||||
|
||||
end -- FSMT_ASSIGN_ACCEPT
|
||||
end -- FSM_ASSIGN_ACCEPT
|
||||
|
||||
|
||||
do -- FSMT_ASSIGN_MENU_ACCEPT
|
||||
do -- FSM_ASSIGN_MENU_ACCEPT
|
||||
|
||||
--- FSMT_ASSIGN_MENU_ACCEPT class
|
||||
-- @type FSMT_ASSIGN_MENU_ACCEPT
|
||||
--- FSM_ASSIGN_MENU_ACCEPT class
|
||||
-- @type FSM_ASSIGN_MENU_ACCEPT
|
||||
-- @field Tasking.Task#TASK_BASE Task
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends #FSMT_ASSIGN
|
||||
FSMT_ASSIGN_MENU_ACCEPT = {
|
||||
ClassName = "FSMT_ASSIGN_MENU_ACCEPT",
|
||||
-- @extends #FSM_ASSIGN
|
||||
FSM_ASSIGN_MENU_ACCEPT = {
|
||||
ClassName = "FSM_ASSIGN_MENU_ACCEPT",
|
||||
}
|
||||
|
||||
--- Init.
|
||||
-- @param #FSMT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #FSM_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #string TaskName
|
||||
-- @param #string TaskBriefing
|
||||
-- @return #FSMT_ASSIGN_MENU_ACCEPT self
|
||||
function FSMT_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
|
||||
-- @return #FSM_ASSIGN_MENU_ACCEPT self
|
||||
function FSM_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSMT_ASSIGN:New() ) -- #FSMT_ASSIGN_MENU_ACCEPT
|
||||
local self = BASE:Inherit( self, FSM_ASSIGN:New() ) -- #FSM_ASSIGN_MENU_ACCEPT
|
||||
|
||||
self:SetParameters( { TaskName = TaskName, TaskBriefing = TaskBriefing } )
|
||||
|
||||
self.TaskName = TaskName
|
||||
self.TaskBriefing = TaskBriefing
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_ASSIGN_MENU_ACCEPT:Init( FsmAssign )
|
||||
|
||||
self.TaskName = FsmAssign.TaskName
|
||||
self.TaskBriefing = FsmAssign.TaskBriefing
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #FSMT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #FSM_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #string TaskName
|
||||
-- @param #string TaskBriefing
|
||||
-- @return #FSMT_ASSIGN_MENU_ACCEPT self
|
||||
function FSMT_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing )
|
||||
-- @return #FSM_ASSIGN_MENU_ACCEPT self
|
||||
function FSM_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing )
|
||||
|
||||
self.TaskBriefing = TaskBriefing
|
||||
self.TaskName = TaskName
|
||||
@@ -221,12 +233,12 @@ do -- FSMT_ASSIGN_MENU_ACCEPT
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #FSM_ASSIGN_MENU_ACCEPT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
|
||||
function FSM_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
|
||||
self:E( { ProcessUnit, Event, From, To } )
|
||||
|
||||
MESSAGE:New( self.TaskBriefing .. "\nAccess the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", 30, "Task Assignment" ):ToGroup( ProcessUnit:GetGroup() )
|
||||
@@ -239,40 +251,40 @@ do -- FSMT_ASSIGN_MENU_ACCEPT
|
||||
end
|
||||
|
||||
--- Menu function.
|
||||
-- @param #FSMT_ASSIGN_MENU_ACCEPT self
|
||||
function FSMT_ASSIGN_MENU_ACCEPT:MenuAssign()
|
||||
-- @param #FSM_ASSIGN_MENU_ACCEPT self
|
||||
function FSM_ASSIGN_MENU_ACCEPT:MenuAssign()
|
||||
self:E( )
|
||||
|
||||
self:__Assign( 1 )
|
||||
end
|
||||
|
||||
--- Menu function.
|
||||
-- @param #FSMT_ASSIGN_MENU_ACCEPT self
|
||||
function FSMT_ASSIGN_MENU_ACCEPT:MenuReject()
|
||||
-- @param #FSM_ASSIGN_MENU_ACCEPT self
|
||||
function FSM_ASSIGN_MENU_ACCEPT:MenuReject()
|
||||
self:E( )
|
||||
|
||||
self:__Reject( 1 )
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #FSM_ASSIGN_MENU_ACCEPT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Event, From, To )
|
||||
function FSM_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Event, From, To )
|
||||
self:E( { ProcessUnit.UnitNameEvent, From, To } )
|
||||
|
||||
self.Menu:Remove()
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_ASSIGN_MENU_ACCEPT self
|
||||
-- @param #FSM_ASSIGN_MENU_ACCEPT self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Event, From, To )
|
||||
function FSM_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Event, From, To )
|
||||
self:E( { ProcessUnit.UnitName, Event, From, To } )
|
||||
|
||||
self.Menu:Remove()
|
||||
@@ -281,4 +293,4 @@ do -- FSMT_ASSIGN_MENU_ACCEPT
|
||||
ProcessUnit:Destroy()
|
||||
end
|
||||
|
||||
end -- FSMT_ASSIGN_MENU_ACCEPT
|
||||
end -- FSM_ASSIGN_MENU_ACCEPT
|
||||
@@ -2,16 +2,16 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#FSMT_ROUTE} FSM class, extends @{Fsm.Fsm#FSM_TEMPLATE}
|
||||
-- # @{#FSM_ROUTE} FSM class, extends @{Fsm.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## FSMT_ROUTE state machine:
|
||||
-- ## FSM_ROUTE state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
||||
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
||||
-- but will have **different implementation behaviour** upon each event or state transition.
|
||||
--
|
||||
-- ### FSMT_ROUTE **Events**:
|
||||
-- ### FSM_ROUTE **Events**:
|
||||
--
|
||||
-- These are the events defined in this class:
|
||||
--
|
||||
@@ -23,7 +23,7 @@
|
||||
-- * **More**: There are more route points that need to be followed. The process will go back into the Report state.
|
||||
-- * **NoMore**: There are no more route points that need to be followed. The process will go into the Success state.
|
||||
--
|
||||
-- ### FSMT_ROUTE **Event methods**:
|
||||
-- ### FSM_ROUTE **Event methods**:
|
||||
--
|
||||
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
|
||||
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
|
||||
@@ -31,7 +31,7 @@
|
||||
-- * **Immediate**: The event method has exactly the name of the event.
|
||||
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
|
||||
--
|
||||
-- ### FSMT_ROUTE **States**:
|
||||
-- ### FSM_ROUTE **States**:
|
||||
--
|
||||
-- * **None**: The controllable did not receive route commands.
|
||||
-- * **Arrived (*)**: The controllable has arrived at a route point.
|
||||
@@ -43,7 +43,7 @@
|
||||
--
|
||||
-- (*) End states of the process.
|
||||
--
|
||||
-- ### FSMT_ROUTE state transition methods:
|
||||
-- ### FSM_ROUTE state transition methods:
|
||||
--
|
||||
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
||||
-- There are 2 moments when state transition methods will be called by the state machine:
|
||||
@@ -60,41 +60,41 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#FSMT_ROUTE_ZONE} class, extends @{Fsm.Route#FSMT_ROUTE}
|
||||
-- # 1) @{#FSM_ROUTE_ZONE} class, extends @{Fsm.Route#FSM_ROUTE}
|
||||
--
|
||||
-- The FSMT_ROUTE_ZONE class implements the core functions to route an AIR @{Controllable} player @{Unit} to a @{Zone}.
|
||||
-- The FSM_ROUTE_ZONE class implements the core functions to route an AIR @{Controllable} player @{Unit} to a @{Zone}.
|
||||
-- The player receives on perioding times messages with the coordinates of the route to follow.
|
||||
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
|
||||
--
|
||||
-- # 1.1) FSMT_ROUTE_ZONE constructor:
|
||||
-- # 1.1) FSM_ROUTE_ZONE constructor:
|
||||
--
|
||||
-- * @{#FSMT_ROUTE_ZONE.New}(): Creates a new FSMT_ROUTE_ZONE object.
|
||||
-- * @{#FSM_ROUTE_ZONE.New}(): Creates a new FSM_ROUTE_ZONE object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Route
|
||||
|
||||
|
||||
do -- FSMT_ROUTE
|
||||
do -- FSM_ROUTE
|
||||
|
||||
--- FSMT_ROUTE class
|
||||
-- @type FSMT_ROUTE
|
||||
--- FSM_ROUTE class
|
||||
-- @type FSM_ROUTE
|
||||
-- @field Tasking.Task#TASK TASK
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends Fsm.Fsm#FSM_TEMPLATE
|
||||
FSMT_ROUTE = {
|
||||
ClassName = "FSMT_ROUTE",
|
||||
-- @extends Fsm.Fsm#FSM_PROCESS
|
||||
FSM_ROUTE = {
|
||||
ClassName = "FSM_ROUTE",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
|
||||
-- @param #FSMT_ROUTE self
|
||||
-- @return #FSMT_ROUTE self
|
||||
function FSMT_ROUTE:New()
|
||||
-- @param #FSM_ROUTE self
|
||||
-- @return #FSM_ROUTE self
|
||||
function FSM_ROUTE:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_TEMPLATE:New( "FSMT_ROUTE" ) ) -- Fsm.Fsm#FSM_TEMPLATE
|
||||
local self = BASE:Inherit( self, FSM_PROCESS:New( "FSM_ROUTE" ) ) -- Fsm.Fsm#FSM_PROCESS
|
||||
|
||||
self:AddTransition( "None", "Start", "Routing" )
|
||||
self:AddTransition( "*", "Report", "Reporting" )
|
||||
@@ -118,32 +118,32 @@ do -- FSMT_ROUTE
|
||||
--- Task Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_ROUTE self
|
||||
-- @param #FSM_ROUTE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_ROUTE:onafterStart( ProcessUnit, Event, From, To )
|
||||
function FSM_ROUTE:onafterStart( ProcessUnit, Event, From, To )
|
||||
|
||||
|
||||
self:__Route( 1 )
|
||||
end
|
||||
|
||||
--- Check if the controllable has arrived.
|
||||
-- @param #FSMT_ROUTE self
|
||||
-- @param #FSM_ROUTE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @return #boolean
|
||||
function FSMT_ROUTE:onfuncHasArrived( ProcessUnit )
|
||||
function FSM_ROUTE:onfuncHasArrived( ProcessUnit )
|
||||
return false
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_ROUTE self
|
||||
-- @param #FSM_ROUTE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_ROUTE:onbeforeRoute( ProcessUnit, Event, From, To )
|
||||
function FSM_ROUTE:onbeforeRoute( ProcessUnit, Event, From, To )
|
||||
|
||||
if ProcessUnit:IsAlive() then
|
||||
local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
|
||||
@@ -172,46 +172,55 @@ do -- FSMT_ROUTE
|
||||
|
||||
end
|
||||
|
||||
end -- FSMT_ROUTE
|
||||
end -- FSM_ROUTE
|
||||
|
||||
|
||||
|
||||
do -- FSMT_ROUTE_ZONE
|
||||
do -- FSM_ROUTE_ZONE
|
||||
|
||||
--- FSMT_ROUTE_ZONE class
|
||||
-- @type FSMT_ROUTE_ZONE
|
||||
--- FSM_ROUTE_ZONE class
|
||||
-- @type FSM_ROUTE_ZONE
|
||||
-- @field Tasking.Task#TASK TASK
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends #FSMT_ROUTE
|
||||
FSMT_ROUTE_ZONE = {
|
||||
ClassName = "FSMT_ROUTE_ZONE",
|
||||
-- @extends #FSM_ROUTE
|
||||
FSM_ROUTE_ZONE = {
|
||||
ClassName = "FSM_ROUTE_ZONE",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
|
||||
-- @param #FSMT_ROUTE_ZONE self
|
||||
-- @param #FSM_ROUTE_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
function FSMT_ROUTE_ZONE:New( TargetZone )
|
||||
local self = BASE:Inherit( self, FSMT_ROUTE:New() ) -- #FSMT_ROUTE_ZONE
|
||||
function FSM_ROUTE_ZONE:New( TargetZone )
|
||||
local self = BASE:Inherit( self, FSM_ROUTE:New() ) -- #FSM_ROUTE_ZONE
|
||||
|
||||
self:SetParameters( {
|
||||
TargetZone = TargetZone,
|
||||
DisplayInterval = 30,
|
||||
DisplayCount = 30,
|
||||
DisplayMessage = true,
|
||||
DisplayTime = 10, -- 10 seconds is the default
|
||||
DisplayCategory = "HQ", -- Route is the default display category
|
||||
} )
|
||||
self.TargetZone = TargetZone
|
||||
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self.DisplayCategory = "HQ" -- Route is the default display category
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_ROUTE_ZONE:Init( FsmRoute )
|
||||
|
||||
self.TargetZone = FsmRoute.TargetZone
|
||||
self.DisplayInterval = 30
|
||||
self.DisplayCount = 30
|
||||
self.DisplayMessage = true
|
||||
self.DisplayTime = 10 -- 10 seconds is the default
|
||||
self.DisplayCategory = "HQ" -- Route is the default display category
|
||||
end
|
||||
|
||||
--- Method override to check if the controllable has arrived.
|
||||
-- @param #FSMT_ROUTE self
|
||||
-- @param #FSM_ROUTE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @return #boolean
|
||||
function FSMT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
|
||||
function FSM_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
|
||||
|
||||
if ProcessUnit:IsInZone( self.TargetZone ) then
|
||||
local RouteText = ProcessUnit:GetCallsign() .. ": You have arrived within the zone!"
|
||||
@@ -224,12 +233,12 @@ do -- FSMT_ROUTE_ZONE
|
||||
--- Task Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_ROUTE_ZONE self
|
||||
-- @param #FSM_ROUTE_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_ROUTE_ZONE:onenterReporting( ProcessUnit, Event, From, To )
|
||||
function FSM_ROUTE_ZONE:onenterReporting( ProcessUnit, Event, From, To )
|
||||
|
||||
local ZoneVec2 = self.TargetZone:GetVec2()
|
||||
local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
|
||||
@@ -239,4 +248,4 @@ do -- FSMT_ROUTE_ZONE
|
||||
MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( ProcessUnit:GetGroup() )
|
||||
end
|
||||
|
||||
end -- FSMT_ROUTE_ZONE
|
||||
end -- FSM_ROUTE_ZONE
|
||||
@@ -2,23 +2,23 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # @{#FSMT_SMOKE} FSM class, extends @{Fsm.Fsm#FSM_TEMPLATE}
|
||||
-- # @{#FSM_SMOKE} FSM class, extends @{Fsm.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## FSMT_SMOKE state machine:
|
||||
-- ## FSM_SMOKE state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
||||
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
||||
-- but will have **different implementation behaviour** upon each event or state transition.
|
||||
--
|
||||
-- ### FSMT_SMOKE **Events**:
|
||||
-- ### FSM_SMOKE **Events**:
|
||||
--
|
||||
-- These are the events defined in this class:
|
||||
--
|
||||
-- * **Start**: The process is started.
|
||||
-- * **Next**: The process is smoking the targets in the given zone.
|
||||
--
|
||||
-- ### FSMT_SMOKE **Event methods**:
|
||||
-- ### FSM_SMOKE **Event methods**:
|
||||
--
|
||||
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
|
||||
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
|
||||
@@ -26,7 +26,7 @@
|
||||
-- * **Immediate**: The event method has exactly the name of the event.
|
||||
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
|
||||
--
|
||||
-- ### FSMT_SMOKE **States**:
|
||||
-- ### FSM_SMOKE **States**:
|
||||
--
|
||||
-- * **None**: The controllable did not receive route commands.
|
||||
-- * **AwaitSmoke (*)**: The process is awaiting to smoke the targets in the zone.
|
||||
@@ -35,7 +35,7 @@
|
||||
--
|
||||
-- (*) End states of the process.
|
||||
--
|
||||
-- ### FSMT_SMOKE state transition methods:
|
||||
-- ### FSM_SMOKE state transition methods:
|
||||
--
|
||||
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
||||
-- There are 2 moments when state transition methods will be called by the state machine:
|
||||
@@ -52,36 +52,36 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#FSMT_SMOKE_TARGETS_ZONE} class, extends @{Fsm.Route#FSMT_SMOKE}
|
||||
-- # 1) @{#FSM_SMOKE_TARGETS_ZONE} class, extends @{Fsm.Route#FSM_SMOKE}
|
||||
--
|
||||
-- The FSMT_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
|
||||
-- The FSM_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
|
||||
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
|
||||
-- At random intervals, a new target is smoked.
|
||||
--
|
||||
-- # 1.1) FSMT_SMOKE_TARGETS_ZONE constructor:
|
||||
-- # 1.1) FSM_SMOKE_TARGETS_ZONE constructor:
|
||||
--
|
||||
-- * @{#FSMT_SMOKE_TARGETS_ZONE.New}(): Creates a new FSMT_SMOKE_TARGETS_ZONE object.
|
||||
-- * @{#FSM_SMOKE_TARGETS_ZONE.New}(): Creates a new FSM_SMOKE_TARGETS_ZONE object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Smoke
|
||||
|
||||
do -- FSMT_SMOKE
|
||||
do -- FSM_SMOKE
|
||||
|
||||
--- FSMT_SMOKE class
|
||||
-- @type FSMT_SMOKE
|
||||
-- @extends Fsm.Fsm#FSM_TEMPLATE
|
||||
FSMT_SMOKE = {
|
||||
ClassName = "FSMT_SMOKE",
|
||||
--- FSM_SMOKE class
|
||||
-- @type FSM_SMOKE
|
||||
-- @extends Fsm.Fsm#FSM_PROCESS
|
||||
FSM_SMOKE = {
|
||||
ClassName = "FSM_SMOKE",
|
||||
}
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #FSMT_SMOKE self
|
||||
-- @return #FSMT_SMOKE
|
||||
function FSMT_SMOKE:New()
|
||||
-- @param #FSM_SMOKE self
|
||||
-- @return #FSM_SMOKE
|
||||
function FSM_SMOKE:New()
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_TEMPLATE:New( "FSMT_SMOKE" ) ) -- Fsm.Fsm#FSM_TEMPLATE
|
||||
local self = BASE:Inherit( self, FSM_PROCESS:New( "FSM_SMOKE" ) ) -- Fsm.Fsm#FSM_PROCESS
|
||||
|
||||
self:AddTransition( "None", "Start", "AwaitSmoke" )
|
||||
self:AddTransition( "AwaitSmoke", "Next", "Smoking" )
|
||||
@@ -100,12 +100,12 @@ do -- FSMT_SMOKE
|
||||
--- Task Events
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_SMOKE self
|
||||
-- @param #FSM_SMOKE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_SMOKE:onafterStart( ProcessUnit, Event, From, To )
|
||||
function FSM_SMOKE:onafterStart( ProcessUnit, Event, From, To )
|
||||
|
||||
local ProcessGroup = ProcessUnit:GetGroup()
|
||||
local MissionMenu = self:GetMission():GetMissionMenu( ProcessGroup )
|
||||
@@ -128,18 +128,18 @@ do -- FSMT_SMOKE
|
||||
|
||||
end
|
||||
|
||||
do -- FSMT_SMOKE_TARGETS_ZONE
|
||||
do -- FSM_SMOKE_TARGETS_ZONE
|
||||
|
||||
--- FSMT_SMOKE_TARGETS_ZONE class
|
||||
-- @type FSMT_SMOKE_TARGETS_ZONE
|
||||
--- FSM_SMOKE_TARGETS_ZONE class
|
||||
-- @type FSM_SMOKE_TARGETS_ZONE
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone
|
||||
-- @extends #FSMT_SMOKE
|
||||
FSMT_SMOKE_TARGETS_ZONE = {
|
||||
ClassName = "FSMT_SMOKE_TARGETS_ZONE",
|
||||
-- @extends #FSM_SMOKE
|
||||
FSM_SMOKE_TARGETS_ZONE = {
|
||||
ClassName = "FSM_SMOKE_TARGETS_ZONE",
|
||||
}
|
||||
|
||||
-- function FSMT_SMOKE_TARGETS_ZONE:_Destructor()
|
||||
-- function FSM_SMOKE_TARGETS_ZONE:_Destructor()
|
||||
-- self:E("_Destructor")
|
||||
--
|
||||
-- self.Menu:Remove()
|
||||
@@ -147,23 +147,30 @@ do -- FSMT_SMOKE_TARGETS_ZONE
|
||||
-- end
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #FSMT_SMOKE_TARGETS_ZONE self
|
||||
-- @param #FSM_SMOKE_TARGETS_ZONE self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
function FSMT_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
|
||||
local self = BASE:Inherit( self, FSMT_SMOKE:New() ) -- #FSMT_SMOKE
|
||||
function FSM_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
|
||||
local self = BASE:Inherit( self, FSM_SMOKE:New() ) -- #FSM_SMOKE
|
||||
|
||||
self:SetParameters( { TargetSetUnit, TargetZone } )
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.TargetZone = TargetZone
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_SMOKE_TARGETS_ZONE:Init( FsmSmoke )
|
||||
|
||||
self.TargetSetUnit = FsmSmoke.TargetSetUnit
|
||||
self.TargetZone = FsmSmoke.TargetZone
|
||||
end
|
||||
|
||||
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
|
||||
-- @param #FSMT_SMOKE_TARGETS_ZONE self
|
||||
-- @param #FSM_SMOKE_TARGETS_ZONE self
|
||||
-- @param Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
-- @return #FSMT_SMOKE_TARGETS_ZONE self
|
||||
function FSMT_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )
|
||||
-- @return #FSM_SMOKE_TARGETS_ZONE self
|
||||
function FSM_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.TargetZone = TargetZone
|
||||
@@ -172,12 +179,12 @@ do -- FSMT_SMOKE_TARGETS_ZONE
|
||||
end
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #FSMT_SMOKE_TARGETS_ZONE self
|
||||
-- @param #FSM_SMOKE_TARGETS_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSMT_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, Event, From, To )
|
||||
function FSM_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, Event, From, To )
|
||||
|
||||
self.TargetSetUnit:ForEachUnit(
|
||||
--- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
@@ -345,7 +345,7 @@ function PATROLZONE:onenterRoute()
|
||||
self.Controllable:SetState( self.Controllable, "PatrolZone", self )
|
||||
self.Controllable:WayPointFunction( #PatrolRoute, 1, "_NewPatrolRoute" )
|
||||
|
||||
--- NOW FSMT_ROUTE THE GROUP!
|
||||
--- NOW FSM_ROUTE THE GROUP!
|
||||
self.Controllable:WayPointExecute( 1 )
|
||||
|
||||
self:__Patrol( 30 )
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
-- @type PROCESS_JTAC
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Fsm.Fsm#FSM_TEMPLATE
|
||||
-- @extends Fsm.Fsm#FSM_PROCESS
|
||||
PROCESS_JTAC = {
|
||||
ClassName = "PROCESS_JTAC",
|
||||
Fsm = {},
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
-- @type PROCESS_PICKUP
|
||||
-- @field Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Fsm.Fsm#FSM_TEMPLATE
|
||||
-- @extends Fsm.Fsm#FSM_PROCESS
|
||||
PROCESS_PICKUP = {
|
||||
ClassName = "PROCESS_PICKUP",
|
||||
Fsm = {},
|
||||
|
||||
Reference in New Issue
Block a user